Character Stats:Commander: +15 troops in Command ModeIron Fist (Passive): Grants Immunity to RoutingGuardian: +10 HPTaunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft

Race:Sin’dorei

Arcanic Affinity: You are naturally gifted with Arcane magics.You have a +4 to Arcane based challenge checks.Born Leader (Beautiful Negated): Your presence inspires those around you.While your character is alive, players within 10ft of your character have -2 threshold for CC checks.

Background:Soldier

Stalwart: Your resolve is unshakeable.Whenever your character successfully passes a physical challenge check, gain 1d15+5 HPInventive: You know that success requires trial and error.Decreases the threshold of all challenge checks by -2.

Free Virtue:

Battleborn: You were born to war.While engaged in combat, your character gain +8 to physical challenge checks.Unbroken (RBG S22): You do not easily bow, bend, or break.Your character may reroll any failed physical challenge rolls. (Only one success per event)Dexterous (Proven): You are naturally gifted with your hands.Your character has a +2 to physical challenge checks.Protector (RBG S23): You care for your allies and will fight to the end for them.Your character no longer has their movement hindered when carrying another player on the battlefield.Famous (Antorus AOTC): Your exploits have gained you a following.Your character gains 1 Diplomacy Point.Athletic (RENOWN BOUGHT): You have high stamina.Allows your character to reroll a failed sprint check. (Only one success per event)Immunity (HEROIC ULDIR):When targeted by a Damage Over Time ability, roll 1d3 to prevent the DOT from applying to your character. A roll of 1 is considered to be successful"Adventurer (RENOWN BOUGHT): You seize the day at any chance.Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

Traded Virtues:

Brave: You are able stare fear into its face.Decreases the required threshold to pass a fear CC check by -2.Survivor: You are not easily defeated.The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.Endurance: You are able to withstand the exhaustion of battle.Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)Expert:You have mastered a particular area of study.Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)Companion (AMENIEL SHADOWLILY): You have developed a strong bond with another.Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets)Swift: You are light on your feet.Increases your character’s walk and sprint by +5ft.Stern: You're firm in your convictions.Increases your character’s intimidation rolls by +2.Light Kissed: The Light has blessed you.Your character have a +4 to light based challenge checks.

Vices:

Combat:

Implacable (Tier II): Your tenacity narrows your vision.At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.

Blind (Tier I): Your eyes can't see much.

Your character has a -30 to perception rolls and -5ft to range.

Addict (Tier I): You are prone to overconsumption to the point of danger.

At the start of each turn, your character must attempt to manage the side effects of withdraw. Roll 1d2 to attempt manage the symptoms, if your characters rolls a 2, they take 1d20 damage. If your character fails an addict check, they will be forced to take the check until they pass.

Social:

Plain (Tier I): There isn't much to write home about you.(Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.

Mean (Tier II): You are kind of a jerk.

Your character can no longer plead or persuade other characters.

Arrogant (Tier I): You are better than others. Or so you think.

Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.

Stubborn (Tier I): There is only one way, your way.

When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event

Wanton (Tier I): You are prone to more sensual interactions when given a chance.

Opponents have a -4 threshold for successful charm and seduction attempts against your character.

Context:

Dishonorable (Tier II): You find that honor is as meaningful as a fart in the wind.(Negates Honorable) When the party chooses the honorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.

Weakness to Shadow (Tier I): Your body cannot handle shadow magics.

(Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.

Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.

Hotheaded (Tier I): You're over confident and quick to anger.

Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.

Equipment:Spears: 1d22+3: crit on 16-22 +3Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20<12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.Shield: (May be equipped with single handed weapons and polearms.)Guardian[1]: Target player within 5ft takes half damage until their next turn. May be used as an instant.Spell-shield(Spell): (Not an actual shield but an ability used by magical casters). Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Class Abilities:Aura of Protection[1]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant. Range: 10 FeetVigilant Bulwark[2]: The paladin tosses forward their shield charged in holy light. The shield will strike an enemy target and up to two adjacent targets. Dealing 3d5+5 damage each enemy target. The initial target is taunted in the process. Adjacent targets must be within 5ft of the original target. Range: 10 FeetCrusader’s Seal[2]: Blessing an ally, the paladin gives them great speed and purpose. The paladin blesses an ally unit by removing any CC effects on them and doubling the distance they can travel in a single turn. Can be used as an instant.Range: 30 Feet

Prestige Classes:Bloodsworn [Combatant]In the wake of the Third War, the Blood Knights were established as the spine of the Thalassian Army, meant to ensure peace for Quel’thalas. These Bloodsworn knights, hardened through trials that most would deem inhumane, were the Thalassian answer to the Scourge and those who tread the path of evil. These are men and women who do more than merely respond to the Light, they are masters of it.

Bonus Skills:Art of War [1]: In the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.Range: Self

Battle-Hardened[1]: Rigorous training has left each knight more than capable of standing their own. If defeated in combat with minor wounds or less, the player will be able to continue to the fight with 10hp.Range: Self

Phoenix Guard [Commander]The Phoenix Guard are the elite of the armed forces of Quel’thalas. They work alongside Inquisitors to root out treason. Where the Inquisitors are responsible for interrogation, it is the Phoenix Guard that deposit the traitors at their feet. These soldiers wear feathered broaches from Dragonhawks and ride brightly plumed white Hawkstriders.

Bonus Skills:Burning Devotion[1]: The Phoenix Guard thrusts a burning assault at an enemy dealing 4d12+5 damage to. Phoenix Strike[2]: Deal 2d10+5 fire damage to an enemy target. Deals an additional 1d7 damage on the target for the next three turns.

Troop Abilities:Penetrating Assault:Lancers are able to drive through enemy infantry upon an attack. Their heavy lances and horses can plough through most opposing infantry(save spearmen etc). They are able to then roll a 1d3 where a roll of 1 is considered successful, to attempt to continue their remaining movement through an enemy target.Flanking Charge:If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25.Iron Fist (Thanidiel):Grants Immunity to Routing

Movement and Range:75ft March/95ft Forced March

Commander Points:Squires:Cost: 1 Commander PointBonus: Increases mod damage by 10.“Having a squire is critical to a knight’s renown, utility, and of course having someone watch your back is important.”Light MasteryCost: 1 Commander PointBonus: Blood Knight Lancers may heal targeted player for 1d35+10.“Sometimes in order to bend the light to your will, you have to use it for its true purpose.”Warhorn[1]Cost: 1 Commander PointBonus: Increase max damage by 20 and mod damage by 15 for a single turn. May be used as an instant.“A warhorn heralds the charge of any contingent of horse. Its sound echoes in the minds of all warriors.”Heroic BardingCost: 1 Commander PointBonus: Increase troop total by +20 and March/Forced March range by +10ft.“The most heroic lancers require the most heroic mounts.”

Troop Choice:Phoenix Guards: 115 HP I N A C T I V E Damage: 1d30+20

135 HP | 1d40+25

Troop Abilities:Hold the Line:Phoenix Guard are unable to be penetrating assaulted, and they do not suffer from a flanking charge. They deal double damage to enemy cavalry. Fear No More:Phoenix Guards are immune to fear causing spells.Iron Fist (Thanidiel):Grants Immunity to Routing

Movement and Range:50ft March/70ft Forced March

Commander Points:Final SacramentCost: 2 Commander PointsBonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.The last rites are the most important.Shield Wall[1]Cost: 1 Commander PointBonus: For the next turn your target will take half damage. This may be used as an instant.“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”“I can still hear the drums in my dreams. I can hear their murderous, thunderous roar.” -Guardsman Gaiden ThorneGlorious Rebirth[1]Cost: 1 Commander PointBonus: On a strike that would normally defeat a unit of Phoenix Guard, you may attempt to revive your fallen unit. A roll of 1d20 is required with a 12+ to be considered successful. Revived units come back at full health.“There is a reason that they have taken the Phoenix as their standard.”